Thursday, January 05, 2012

Sample Rules part 4 The Cazzit

Well I have talked about the game mechanics and written silly little bits of fiction maybe its time to do more with the setting that is concrete.  Lets try and tackle one of the game races. 

The Cazzit were the first of the architects children, races specifically built by an uncaring but actively involved creator.  They were designed for the vast sand sea of southern E'his.  The Cazzit are a hardy people able to survive long periods without water and are well adapted for heat.  Their skin is leathery and almost scaled, generally a thick brown but many have discolored patches of orange and black skin.  They are stunted of height and squat.

The Cazzit are a divided culture city of city dwellers and caravaning outriders.  City folk are often seen as weak gilded tongued manipulators by the Caravanners.  The caravanners seen as simple or uncouth by the city folk.  Both are rather dependent on each other and often the highest ranks of society are those that have crossed from one path to the other.

While the blanket term desert gnome could be applied to the Cazzit it was not what I was going after in their design.  I was much more inspired by the real life Beduin and Kasmirian of the Talislanta game world.  I want them to be sturdy and full of guile with natural resistance to heat and thirst.  The caravanners should be skilled with animals and navigation while the city folk would be versed in deception and intrigue.

If put into Pathfinder terms they would look something like this.

Racial Traits

    +2 Constitution, +2 Charisma, –2 Wisdom: The Cazzit are hardy.  They are silver tongued but often prone to take chances a wiser man would balk at
   
Small: Cazzit are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

    Slow Speed: Cazzit have a base speed of 20 feet.
   
   
    Cultural skills: Cazzit receive a +2 racial bonus on a Appraise, Handle animal, Diplomacy, Bluff or Profession Caravaneer skill.
   
    Endure Heat:  All cazzit function as if they the spell endure elements continually cast upon them.  This only applies for temperatures 50-140.  They are uncomfortable and sluggish in cool climates.
 
    Endure Thirst: Cazzit can go 5 days without water before thirst rules being applied.

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